instead of storing two counters for point and spot lights, we now
only have a single counter for both, and the light data structure
has a type, the shader can use to decide what to do -- instead of
using two loops. In practice spot and point light code is very similar
anyways.
This simplify a lot the CPU side (as in make it less complex) and frees
up 8-bits in the per-froxel GPU data structure.
- there was a case where setting a clear color on the Renderer
would clear a blended view with that color instead of transparent
pixels.
- move configuring the ui view into ImGuiHelper
- fix gltf_viewer sidebar so its background is not uninitialized
This adds a new "backend_headers" target because small changes to any
backend cpp file was resulting in a huge build, causing materials to be
rebuilt, etc. Note that filabridge only needs DriverEnums, nothing else.
Emissive was previously defined in exposure compensation stops, which
was confusing to many. It is now a value in nits, with the alpha
channel controlling how much the camera exposure affects the emissive.
At 0, the emissive value is just added to the final pixel color, at
1 the emissive value is multiplied by the exposure just like with
regular lights.
The intensity of the emissive property can be computed from an
exposure value (EV) easily with the following formula:
emissive.rgb = emissive.rgb * pow(2.0, EV - 3.0);
This formula is available as Exposure::luminance(float) already
in Filament.
- contact shadows are now supported for point and spot lights
- and are now independent from regular shadows, that is they can
be enabled without enabling regular shadows
The only limitation currently is that the distance and step count for
ALL contact shadow are taken from the directional light options.
Our enum-to-string converter was throwing an exception rather than
printing a friendly error message in some cases.
To be specific, I hit this when writing:
vec3 worldTangent;
toTangentFrame(mesh_tangents, material.worldNormal, worldTangent);
* Add new tool cso-lut
This tool is for internal usage only. It computes a 3D lookup table
for cone/sphere occlusion computations. These can be used to implement
specular occlusion, directional ambient occlusion, etc.
* Improve generated comment
* Fix Windows build
* API BREAKAGE: this change aims to fix multi-view support
What has changed:
- View doesn't have a notion of clear color anymore
- View doesn't have a notion of discard flags anymore
- The clear color and color-buffer discard/clear flags are moved to Renderer
- Skybox can now be set to a constant color
- View have a blend-mode
What does is all mean:
"Clearing" (i.e.) setting its background is now handled by Skybox, by
setting a constant color to the Skybox. This should take care of
drawing views side by side.
When a view needs to be drawn on top of another, it's BlendMode needs to
be set to TRANSLUCENT and of course and, generally, it wither won't have
a skybox, or will have one that sets some translucent pixels.
As an optimization, a View with BlendMode::OPAQUE will have its
background cleared with the color specified in Renderer.
If the SwapChain already has some content, it's now possible to set
the Renderer to not discard the content, together with TRANSLUCENT views,
it's possible to draw on top of that content.
It is NOT possible to share depth/stencil buffers between views.
Fixes: #2369, #2372, #2364
* Address reviewers comments.
Note: WebGL is still broken with this PR
gltfio-lite now has its own template file rather than re-using the
ubershader one, which allows us to optimize the materials by removing
support for various glTF extensions like texture matrices,
specular-glossiness, and clear coat.
The user can now choose amongst 3 specular AO methods:
- None, specAO is off
- Simple, specAO is inferred from roughness and diffuse AO
- Bent normals, specAO is computed accurately from cone intersections
The last method is more expensive but produces the best results.
This change also fixes a few issues:
- Rename materialRefraction() and materialRefractionType() for
consistency
- Fixes user time in shaders
Stores font texture as RGBA instead of R. This is because the ui material will not be compatible for RGBA textures, as it is expecting an R texture. I was unable get a texture with ALPHA format to function as I wanted.
This also removes material instance caching by scissor rect. Instead it just assigns the scissor rect to each new primitive, as well as an optional texture.
* Add support for bent normals
Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.
* Save a couple of multiplications in bent specular AO
This needs a bit more testing before merging, but I wanted to put up the
PR for review. I will look into supporting Android after we land this.
Fixes#1932.
- handle heightFalloff=0 (i.e. fog doesn't depend on height) correctly,
previously, a divide-by-zero on the cpu side would get in the way.
The fix is to clamp heightFalloff to a small-enough value, and to
make sure that this is handled correctly in the shader.
- default fog distance is 0 instead of 1m
- inScatteringSize parameter should be allowed to be large in samples
This replaces the "bindings" structures with simple types that re-use
data structures from cgltf.
This also moves some trivial work from ResourceLoader to AssetLoader,
which simplifies the communication between these two classes.
Motivated by #1932.